Physiological Systems



These affect the internal functioning of the body, as oposed to altering sensory input or producing different output abilities.

A Note on Muscular/Skeletar systems

These devices are synthetic muscle or bone replacements which offer special advantages to their wearer. These rules treat such implants by Body Location. Except for very unusual circumstances, such implantations are mostly done to the arms and/or legs.

A Note on Digestive Systems

These systems are means of altering the wearer's metabolism or processing his ingested energy sources. All are implanted within the digestive tract, and are constantly functioning (although they may be equipped with triggers).


Air Storage Cost: $1,000 per level (max 5). Operation Cost: $300. Recovery: 1 week. Mass: 0.1 kg per level. Power: None.
Also called an "AirBag", this system is simply an inflatable plastic "organ" somewhere near the lungs, which allows the character's body to hold more air than normally possible. Each level allows the holding of one "breath" of air. It is controlled by specified tightening and relaxing of muscles, which takes about a week of regular practice to learn--after which time it can be considered an "acquired reflex".


Arterial Chemical Bypass Cost: $10,000 +$1,000 per level. Operation Cost: $2,000. Recovery: 1 week. Mass: 0.1 kg. Power: 1 per day.
A microprocessor and chemical analyzer implanted at the entryways to the heart, this unit is set to divert specific chemical compounds, forcing them out of the bloodstream. Rated by level, each level allows one specific chemical (drug, poison, venom, etc.) to be diverted. Bypassed chemicals are either sent to another Cyber System or to a synthetic receptacle next to this unit. The receptacle must be emptied periodically by a minor surgical procedure.


Artificial Gills Cost: $5,000. Operation Cost: $2,000. Recovery: 1 week. Mass: 0.1 kg. Power: 40 per hour.
These artificial gills allow the user to extract oxygen from water, whether fresh or salient. The expensive version allows the user to breathe either air or water (it takes about 3 seconds to expel liquid from the lungs and resume air breathing, during which time the user is at -5 to ST and DX). When breathing normal air, the system is switched off.


Artificial Organs. Cost: approx. $5,000 to $25,000. Operation Cost: $500 to $2,500. Recovery: 1 to 4 weeks. Mass: Negligible (replaces real organ). Power: 1 per day (?).
The range of artificial organs possible runs the gamut of human anatomy: lungs, heart, liver, spleen, kidney, pancreas, intestines, bladder, stomach, etc. All may be replaced by technological equivalents. In many cases, the Artificial Organs may function at least marginally better than the biological organ they replace. Special functions may also be installed in tailored organs. Most artificial organs will require electric power. On an average, assume that it will drain 1 point per day, and that most will be fitted with a C or D cell (giving power lifetimes of 2.74 and 27.4 years, respectively). Of course, connections to central power systems may easily be made.


BioClaws Cost: $5,000 for both hands, all fingers. Operation Cost: $500. Recovery: 1 week. Mass: Negligible. Power: None.
This mod is similar to BioFangs: Grafted bio-engineered small claws replace the fingernails. This material is alive and grows, so it must be filed or clipped regularly--this also means that damaged BioClaws will, eventually, heal. They grant an extra +2 damage to any unarmed attack with the appropriate hand. They can also be added to the feet for the same price. When climbing, a cyborg with claws on both hands will be at +1 (or +2 if both hands and both feet have claws, and climbing barefoot/gloveless).


BioFangs Cost: $2,500. Operation Cost: $200. Recovery: 1 week. Mass: Negligible. Power: None.
This mod consists of bio-engineered fangs or tusks implanted into the mouth. They allow a Bite attack, like an animal's, for cutting damage. This mod never looks "natural".


Bionic Reconstruction Cost: $50,000. Operation Cost: $5,000. Recovery: 1 month. Mass: 3 kg. Power: 5 per day.
This is a complex, multi-stage compound operation in which redundant artificial organs are installed, and some of the more important bones are reinforced with plastic laminate. The person is still mostly flesh, but is harder to kill; he gains 5 extra hit points (although actual HT stat is not affected--he gets split HT), which may not affect the crippling threshold of limbs, but may be combined with the Internal Biorepair System to gain up to 10 extra hit points (!). It includes an artificial backup heart, so a heart attack is very unlikely to be fatal (although speedy medical attention is definitely recommended). When this character is injured, medical attention should be combined with cybernetic repair. Find the percentage of the character's hit points represented by the 5 extra points granted by this system, and consider an equal percentage of the damage taken specificially to the torso to be suffered by this system rather than by the natural parts of the cyborg. To regain these bonus hit points, cybernetic repair of the system is required, using the skills Electronics (Bionic) and/or Mechanics (Bionic)--with the cyborg laid open on the operating table. When making HT rolls against poison or disease, the cyborg gets a +2 to effective HT. However, he gets a -2 to effective HT when rolling to determine the efficacy of medical drugs.


Biostatus Monitor. Cost: $2,500. Operation Cost: $200. Recovery: 2 days. Mass: Negligible. Power: 1 per day.
Allows constant monitoring of bodily functions and vital signs. A large variety of Biostatus Monitors exist, each with its own area of expertise. Some examples include monitors for pulse, respiration, brain waves, blood sugar, temperature, cholesterol, calories, menstrual cycle, blood routing, foreign substances, interferon, blood cell count and so on. Each criterium must be purchased separately, but they can be combined into one implant. A Biostatus Monitor requires some kind of output system, such as an Internal or External Readout, or even an implant computer.


Blood Loss Healer Cost: $6,000. Operation Cost: $500. Recovery: 2 days. Mass: Negligible. Power: 1 per month.
This system is mounted adjacent to any major blood vessel in the body, and has a built-in Biostatus Monitor attuned to sense blood pressure levels, and an artificial gland which stores a quantity of the Hypercoagulin drug. When the wearer suffers a wound that causes bleeding, the Monitor senses the flux in blood pressure, and triggers the gland to open and dispense one dose of its drug into the bloodstream. From that point on, follow the regular rules governing the effects of Hypercoagulin. When implanted, this system may alternatively be made to dispense more than one dose at a shot, risking detrimental effects as normal. The gland can hold ten doses of the drug, refilling requires a minor surgical procedure.


Cheap Artificial Gills Cost: $2,500. Operation Cost: $2,000. Recovery: 1 week. Mass: 0.1 kg. Power: None.
These artificial gills allow the user to extract oxygen from water, whether fresh or salinated. This version requires no power, but makes it impossible to breathe air.


Chemical Analyzer Cost: $10,000 +$1,000 per level (max 5). Operation Cost: $2,000. Recovery: 1 week. Mass: 0.1 kg. Power: 1 per day.
An advanced storage and analysis system. Given a level, this unit grants a bonus to any roll which will attempt to determine the nature of chemicals passed through the system. A Chemical Analyzer may be used to test compounds from the digestive, respiratory, or circulatory tracts, depending on where it is implanted and what it is connected to. A NerveLink between the Chemical Analyzer and a computer implant will allow the computer's program bonuses to be added to the research roll as well. The Chemical Analyzer requires some sort of output system to route its findings to, such as an Internal or External Readout, or a computer implant.


Contraceptive Cost: $1,250. Operation Cost: $100. Recovery: 1 day. Mass: Negligible. Power: None.
This is a 100% effective contraceptive device. The male version is implanted in the "sperm tubes", the female in the fallopian tubes (this will prevent ovulation from then on). For twice the price, these systems may be adapted to switching on/off, and you can turn your infertility on and off as you please.


DenseBone Cost: Hand/Foot: $6,000. Arm: $12,000. Leg: $12,000. Torso: $42,000. Skull: $12,000 Operation Cost: Included above. Recovery: 1 month. Mass: Variable. Power: None.
This is yet another variety of synthetic bone, similar to RigiPlast except that it is denser. The torso replacement adds 2 DR to the vital organs; the skull replacements gives a skull DR of 4. A Saving Throw of 12 is granted against breaking, and even shattering can be prevented with a roll against a score of 8. Also, when this mod is implanted in a limb (arm+hand, or leg+foot), unarmed attacks with that limb gain a +1 damage bonus (as long as they're Crushing attacks; this does not apply to the Cut or Impale attacks done with large claws etc.). Unfortunately, these bones are rather heavy: A hand or foot weighs 0.5 kg extra, an arm (or skull) 1 kg extra, a leg 1.5 kg extra, and the torso mod increases weight by 2 kg. This affects both body weight and encumbrance. The torso replacement also allows cyberlimbs of ST up to 24.


Double NeoMuscle Costs: Hand/Foot: $22,500. Arm: $45,000. Leg: $60,000. Torso: $150,000. Operation Cost: Included above. Recovery: 1 month. Mass: Negligible. Power: None.
All limb costs for one arm/leg; hand/foot must be added separately. An advanced form of synthesized organic fiber, this durable substance is used to replace or supplement normal muscles in various body locations. It is highly resistant to pulling or tearing, and increases muscular efficiency by a considerable amount. Any location with NeoMuscle is given an internal DR of 2 (like Toughness advantage, and cumulative with that advantage), and effective Strength should be increased by 2 when only Double NeoMuscle-equipped body parts are directly involved in the operation. If the torso is grafted with Double NeoMuscle, consider ST to be increased by two more points for all locations. That is, if the entire body is grafted with Double NeoMuscle, ST is effectively increased by 4 points. This enhancement will make you look like you've been pumping iron for a while. Double NeoMuscle requires no regular training to stay "fit"; you can be as lazy as you like and keep all your strength.


FlexBone Cost: Hand/Foot: $6,250. Arm: $12,500. Leg: $12,500. Torso: $45,000. Skull: $12,500. Operation Cost: Included above. Recovery: 1 month. Mass: Negligible. Power: None.
This variety of synthetic bone is similar to RigiPlast, but is more flexible and somewhat more effective against powerful attacks. When a bone would ordinarily break, a saving throw of 12 is allowed; even when it would ordinarily shatter, a saving throw of 10 is granted. The Torso mod allows artificial limbs of ST up to 25. No power or unnatural appearance.


Ingested Chemical Bypass Cost: $15,000 +$1,000 per level. Operation Cost: $2,000. Recovery: 1 week. Mass: 0.1 kg. Power: 1 per day.
A microprocessor and chemical analyzer set to divert specific chemical compounds without allowing them to be digested or absored into the bloodstream. Rated by levels, each level allow one specific ingested chemical (drug, poison, trichinella spiralis, etc.) to be passed harmlessly through the body. Bypassed chemicals can be either sent to another cyber system (such as a chemical analyzer), or held in a synthetic receptacle beside this unit. This receptacle must be emptied periodically by a minor surgical procedure.


Ingestion Storage Cost: $1,500 per level. Operation Cost: $1,000. Recovery: 1 week. Mass: 0.1 kg per level. Power: 1 per level per day.
This unit holds food--lots of it--and monitors its eventual travel into the regular digestive tract. Thus, the wearer can eat far more at once than his stomach actually has room for. Each level adds one-quarter "normal" food storage capacity. (A person with a level 4 unit could eat twice as much as a before implantation--and wouldn't have to eat again for twice as long.)


Inhaled Chemical Bypass Cost: $10,000 +$1,000 per level. Operation Cost: $2,000. Recovery: 1 week. Mass: 0.1 kg. Power: 1 per day.
A microprocessor and chemical analyzer set to divert specific chemical compounds without allowing them to be taken into the lungs. Rated by level, each level allows one specific chemical (drug, poison, gaseous bioactive, etc.) to be exhaled harmlessly from the body--or stored in a receptacle.


Internal Biorepair System Cost: $10,000 per level (maximum 5). Operation Cost: $1,000. Recovery: 1 week. Mass: 0.1 kg per level. Power: 1 per day per level.
This Internal Biorepair System can allow the cyborg's body to function after taking more damage than a normal human. These include cardiac stabilizers, blood reserve oxygenators, artificial coagulants, shielded neurons with fiber optic backup, and similar systems. Its function is more passive than active: It doesn't speed natural healing much (or any at all). The most useful effect of this mod is that it grants extra hit points to the cyborg. For each level, one extra hit point is gained (although the HT stat itself is unaffected, the cyborg now has a higher damage tolerance. He gets a split HT score.) This will not affect the amount of damage necessary to cripple a limb, though - it only moves the unconsciousness/death limits. The system only uses power when the cyborg is actually damaged--its sensors notice when wounds, impact trauma, etc. are suffered, and it deactivates when it is not needed.


Internal Oxygen Supply Cost: $7,000 per hour. Operation Cost: $2,000. Recovery: 1 week. Mass: 0.1 kg per hour. Power: None.
This is an internal supply of highly compressed oxygen, which can allow life underwater, or in any oxygen-poor environment. Unfortunately, these minimodules explode dramatically if punctured. Whenever impaling or bullet damage is taken to the vital organs, roll 3d6; on an 8 or less, the supply has been penetrated and explodes for 3d6 crushing damage per hour of air remaining. DR doesn't protect! These will recharge themselves from the cyborg's normal breathing; each six hours of rest recharges one hour of internal oxygen supply. No power is needed even for this operation, as mechanical energy from the cyborg's "breathing muscles" is used to compress the oxygen. The system is controlled by muscular pressure, and takes about a week to learn how to use.


NeoMuscle Costs: Hand/Foot: $7,500. Arm: $15,000. Leg: $20,000. Torso: $50,000. Operation Cost: Included above. Recovery: 1 month. Mass: Negligible. Power: None.
All limb costs for one arm/leg; hand/foot must be added separately. An advanced form of synthesized organic fiber, this durable substance is used to replace or supplement normal muscles in various body locations. It is highly resistant to pulling or tearing, and increases muscular efficiency by a considerable amount. Any location with NeoMuscle is given an internal DR of 1 (like Toughness advantage, and cumulative with that advantage), and effective Strength should be increased by 1 when only NeoMuscle-equipped body parts are directly involved in the operation. If the torso is grafted with NeoMuscle, consider ST to be increased by one further point for all locations. That is, if the entire body is grafted with NeoMuscle, ST is effectively increased by 2 points. This enhancement will make you look like you did before, although the muscles will bulge a bit more impressively when you flex. NeoMuscle requires no regular training to stay "fit"; you can be as lazy as you like and keep all your strength.


New Organs/Glands. Cost: approx. $5,000 to $50,000. Operation Cost: $500 to $2,500. Recovery: 1 to 4 weeks. Mass: Varies (rarely more than 1 kg). Power: 1+ per day.
The rise of transplant technology and artificial organs has brought another new form of biocontrol onto the scene--artificial organs and glands can now be created where none existed before. These systems generally serve to monitor or dispense some specific drug, hormone, or other bioactive chemical into the body. As an example, an artificial gland can be set to watch for bacterial infections, and release a powerful antibiotic if such an infection is detected. Most of these organs have beneficial medical uses (such as insulin glands for diabetics), although the same technology has allowed the creation of various underhanded devices. These systems, frequently used by powerful employees who wish their emplyees to remain forever loyal, include such niceties as Analog Dependency Glands (which release periodic doses of some undetected chemical into the wearer's body, creating a dependency he doesn't even know he has) and Virus Glands (these release tailored viruses which can only be combated with a tailored antibiotic supplied by the employer). Then, of course, there are some people who voluntarily get recreational drug implants.


Ovulation Control Cost: $5,000. Operation Cost: $200. Recovery: 1 day. Mass: Negligible. Power: 1 per week.
For females only; functions as a combination of Contraceptive and Proceptive systems. That is, ovulation can be switched on and off as desired.


Oxygen Extraction Cost: $5,000 per level (maximum level 5). Operation Cost: $5,000. Recovery: 1 week. Mass: Negligible. Power: 10 per level per hour.
This is a powerful extractor system placed in the lungs, which greatly enhances the body's ability to retrieve oxygen from the air. For physical endurance purposes, add the level to the cyborg's effective HT (this also includes holding one's breath). This can increase Move, but it will not grant any extra hit points or apply to death checks. Also, the system makes it possible to regain Fatigue twice as fast as normally.


Proceptive Cost: $2,500. Operation Cost: $200. Recovery: 1 day. Mass: Negligible. Power: 1 per week.
This system is for females only. An electrostimulator which prompts the body to produce ovum regardless of menstrual stage, this system grants a 90% chance of ovulation.


Retractable BioClaws Cost: $7,000 for both hands, all fingers. Operation Cost: $500. Recovery: 1 week. Mass: Negligible. Power: None.
This mod is similar to BioClaws but retractable. This material is alive and grows, so it must be filed or clipped regularly--this also means that damaged BioClaws will, eventually, heal. They grant an extra +2 damage to any unarmed attack with the appropriate hand. They can also be added to the feet for the same price. When climbing, a cyborg with claws on both hands will be at +1 (or +2 if both hands and both feet have claws, and climbing barefoot/gloveless). Retractable claws take 1 second to retract or deploy, unless the wearer has Fast-Draw (Claws) skill.


Retractable BioFangs Cost: $3,500. Operation Cost: $200. Recovery: 1 week. Mass: Negligible. Power: None.
This mod consists of bio-engineered fangs or tusks implanted into the mouth. They allow a Bite attack, like an animal's, for cutting damage. Retractable BioFangs may be retracted at will. This mod never looks "natural" as long as the fangs are out, however when retracted a full bioscan must be made to detect it. Retractable fangs take 1 second to deploy or retract, unless the cyborg has Fast-Draw (Fangs) skill.


RigiPlast Bone Cost: Hand/Foot: $5,000. Arm: $10,000. Leg: $10,000. Torso: $35,000. Skull: $10,000. Operation Cost: Included above. Recovery: 1 month. Mass: Negligible (replaces bones). Power: None.
These are multilayered bone implants, solidified with a molecular catalyst prior to implantation. If the Torso location is implanted with RigiPlast Bone, cyberlimbs of ST up to 23 may be attached and used without damaging the skeletal structure. The Torso replacement, which is only partial, also grants 1 point of DR to the vital organs. The Skull mod, which is more a partial reinforcement than a complete replacement, gives a "brain" DR of 3 rather than 2. Also, RigiPlast bone is more resistant to damage than normal bones; where a normal bone would break, the cyborg gets to roll against a flat saving throw of 12. Success means the bone didn't break after all; failure means it breaks (and RigiPlast doesn't grow back--you'll need repairs or replacements).


Supermetabolism Cost: $17,500. Operation Cost: $5,000. Recovery: 1 week. Mass: 0.1 kg. Power: 2 per hour.
This digestive assistant system grants its wearer double normal metabolic efficacy; basically allowing him to eat half as much or half as often.


Tailored Metabolism Cost: $30,000. Operation Cost: $4,000. Recovery: 1 week. Mass: Negligible. Power: 1 per day.
This is a specialized variant of the Ingested Chemical Bypass. Only preprogrammed healthy basic nutrient are passed; unnecessary nutritional chemicals are bypassed (this includes anything the unit doesn't recognize, including poisons and drugs). With a computer implant, this system may be reprogrammed without using surgery. The wearer must "eat right" or eat often.


Ultrametabolism Cost: $35,000. Operation Cost: $5,000. Recovery: 1 week. Mass: 0.1 kg. Power: 4 per hour.
This digestive assistant system allows its wearer to derive nutrients from almost any manner of source, even among the virtually nutritionally arid. The wearer may have to eat a good-sized amount, but this system could retrieve calories and protein from just about any organic matter. It can also perform as the Supermetabolism system described above.



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