Negro please.
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A rather frighteningly informal establishment run by a former Venusian doctor who fled criminal prosecution to Mars, he now runs it as a business to surgically implant cybernetic parts into customers, specifically the more black market implants that are either illegal because they are dangerous or the Venusian government wants to limit them to soldiers or government agents. Doctor Harrington's bedside demeanor and personality may be erratic, but he's a professional...probably. Hey, at least it won't hurt that much, he's got plenty of anesthesia, so if you never wake up from one of his surgeries you'll at least have died peacefully.
Basic Parts: Products all costumers need before buying cybernetics.
Spoiler: click to toggle Brain Jack- 100 Credits Needed for most cybernetic implants to mesh with the living body's nervous system.
Replacement Parts: Normal replacements for lost body parts.
Spoiler: click to toggle Arm- 2,000 Credits Fully functional arm with equivalent natural strength. Includes Hand.
Leg- 2,000 Credits Fully functional leg with equivalent natural strength. Includes Foot.
Hand- 1,500 Credits Fully functional hand with equivalent natural strength.
Foot- 1,000 Credits Fully functional foot with equivalent natural strength.
Organ- 1,500 Credits Fully functional organ with equivalent natural capabilities.
Eye- 2,500 Credits Fully functional eye with equivalent natural sight.
Ear- 1,000 Credits Fully functional ear with equivalent natural hearing.
Jaw/Mouth- 1,000 Credits Fully functional jaw/mouth with equivalent natural strength.
Cybernetic Spinal Parts: Enhanced products for the spine.
Spoiler: click to toggle Cyber Spine: Spinal Spikes- 1,000 Credits A component attached to the spine that conceals a ridge of retractable spikes that protrude from the back.
Cyber Spine: Power Lift- 3,000 Credits A component that is attached to the spine that has been strength enhanced with power nearly doubling the original lifting strength user.
Cyber Spine: Sensory Relay- 3,000 Credits A component that is attached to the spine that transmits sensory information to friendly communications, or computers. Transmits full video, audio, health information, etc. Was originally designed for scouts to transmit recon information.
Cyber Spine: Increased Reaction- 5,000 Credits A replacement spine that bolsters the reactions speeds and reflexes of the individual. All increased reactions cyber can be identified by white web-like patterns that are just under the skin.
Cyber Spine: Force Field Generator A- 8,000 Credits A component that is attached to the spine that generates a small force field able to stop melee and ballistic weapons for a significant amount of time before being broken and forced to regenerate itself.
Cyber Spine: Force Field Generator B- 16,000 Credits A component that is attached to the spine that generates a small force field able to stop laser and plasma weapons for a significant amount of time before being broken and forced to regenerate itself.
Cybernetic Skin and Organ Parts: Enhanced products for the skin, organs, and genitalia.
Spoiler: click to toggle Cyber Muscles- 3,000 Credits A replacement set of muscles to the individual that has increased strength characteristics. Strength is increased by significantly, any enhancements gained through experience and exercise are lost, since those muscles are no longer there. All cyber muscles can be identified by the ridge lines along the limbs in the skin.
Cyber Skin: Dermal Armor- 3,000 Credits A replacement skin that is woven with ceramic and armor pieces to increase toughness and durability of the user's skin. All Dermal Armor can be identified by the stiff skin, that makes facial expressions very difficult.
Cyber Sense: Basic Set- 6,000 Credits A set of sensors linked to the individual that give them the following sensing abilities; electromagnetic, infra-red, thermal detection, light intensifying, and ultraviolet. All sensor sets can be identified by ridgelines from the temples down to the back of the skull.
Cyber Sense: Advanced Set- 12,000 Credits A set of sensors linked to the individual that give them the basic set plus the following sensing abilities; bio-hazard, bio sensor, id computer, sonar (50m), transmission scanner, and motion tracking.
Cyber Organ: Blood Detox- 3,000 Credits A replacement organ that destroys toxins, drugs, poisons, alcohols, unhealthy contaminants within to individual. Anything that is consumed or injected is ineffective against the individual, this however does not include airborne contaminants, see below.
Cyber Organ: Air Purifier- 3,000 Credits A replacement organ that destroys airborne toxins, drugs, poisons, alcohols, unhealthy contaminants within to individual. Anything that is breathed or inhaled is ineffective against the individual, the character however still needs air to breathe it simply cleans it.
Cyber Organ: Air Supply- 3,000 Credits A replacement organ that has a sealed air supply that allows the individual to breathe, when no air is available, such as underwater, for up to a hours.
Cyber Organ: Contraceptive- 3,000 Credits A replacement organ that serves as a method of birth control, as well as battling STDs.
Cyber Organ: Water Re-Breather- 6,000 Credits A replacement organ that allows the individual to breathe underwater indefinitely.
Cyber Organ: Penis Extension- 12,500 Credits A replacement penis that has been modified with a elongating tentacle-like section that has been placed the skin and muscles, allowing the penis to stretch up to 10 feet.
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