Cybernetic Modules and Bio-modification (Mods)

As technologies advance, many species find themselves stunted not by their tools, minds, or determination, but by their own physical limitations. Cybernetics and Bio-modification (Mods) are two fields of research that seek to artificially enhance the individual and break through those limitations. Each Mod is designed to enhance a certain aspect of the subject, such as senses, resilience, multitasking, beauty, and so forth.

Mods are Class 1 Assets. Like all the Assets presented in Uncharted Worlds, Mods grant narrative tools to the characters (Uncharted Worlds core book, page 110). Unlike other Assets, Mods are relatively permanent and can’t be swapped out at a moment’s notice. On the other hand, they can’t easily be stolen or lost (without a lot of messy side-effects).

A character’s body can only support ONE Mod. Each additional Mod grants a permanent major Debility until removed.

**Acquisition**
Cybernetics can be purchased from most major Markets, and almost any Tech Market will have a wide array of synthetic organ and limb replacements.

**Installation**
Attaching a piece of cybernetic equipment almost always requires extensive surgery. The component has to be connected to the subject’s existing physiology, and often interfaces directly with the brain in some way. To avoid rejection, infection, or cyber-psychosis, the surgery is best handled by elite tech surgeons in specialised surgical facilities (hired in major Markets with an Acquisition).

**Damage**
Cybernetic pieces tend to be more durable than the flesh and bone they’re replacing. Injuries from non-Destructive sources rarely cause damage to cybernetic components. However, most Cybermods are vulnerable to EMP damage.

**Repair/Replacement**
Cybermods can be repaired and replaced like any piece of machinery. Surface damage and malfunctions can be repaired onsite by an engineer with the appropriate skills. Internal damage, especially to the interface between body and machine, requires a skilled surgeon.

**Acquisition**
Biomods are occasionally available in major Markets, especially ones that offer advanced medical treatments. Rare flesh markets offer bizarre, experimental, and unique Biomods, often at bargain prices.

**Installation**
The Biomod grafting process itself is a relatively simple medical procedure. The subject then undergoes several weeks of uncomfortable growth and adjustment before the Biomod is fully incorporated and usable. Expensive maturation procedures can accelerate the growth and bonding, reducing the “installation” time to mere days.

**Damage**
Biomods are as much a part of the host’s body as any of their other limbs and organs, and extreme bodily harm could result in a broken, ruptured, or burst Biomod. Weapons that have particularly nasty effects against flesh (Chemical, Messy, Shredding, etc.) are equally harmful to Biomods.

**Repair/Replacement**
Biomods can repair themselves using the body’s natural regenerative capabilities. More severe damage might require medical intervention, coupled with an extended recovery period. Finally, a critically damaged Biomod must usually be amputated or surgically removed before being replaced by a freshly grown replacement.

Assets