New Bionics

Straight out of Junkyard's infamous chop shops comes the latest bionics for your scrapper!

Biomonitor
Cost: $500 ($200)
Type: Integral
Spirit Loss: None
Mounts: None
Drain: 1 (1)
Mount Location: Torso and arm
This simple device monitors a Scrapper's vital statistics (heart rate, blood pressure, blood sugar, EKG, nerve impulses, other things) and displays them on a small output on the wrist.
By itself, this information provides a +2 to all Medicine rolls made on the character. However, the real value of biomonitors is what they can do when link ed to other systems:
Cyber Eyes, Limbs, and Organs: A biomonitor linked to a cyber system can detect and track damage the system takes.
Expert System: An expert system can record the scrapper's vital stats, 1 year's worth on a slug. In addition, with the right expert program, the biomonitor can diagnose any number of maladies, from diseases to poisons.
Metabolic Booster: The biomonitor can activate and deactivate the booster as needed.
SRU: A biomonitor can activate an SRU when the cyber limb it's attached to is damaged, if the scrapper has extra parts stored in the limb for repairs.

Digestion Booster
Cost: $2000 ($1000)
Type: Integral
Spirit Loss: None
Mounts: 1
Drain: 1 (1)
Mount Location: Torso
Food can be very hard to come by in the Iron Oasis, and many Yarders get one of these systems installed to expand their diet.
A digestion booster is a device that allows a scrapper to get nutrients out of any organic matter they can swallow down. This includes rotten food, wood, fur, bone, anything organic. In addition, the booster's powerful acids can destroy almost any poison or toxin, providing a +6 bonus to any resistance rolls against ingested poisons.

Energy Converter
Cost: NA ($2000)
Type: Modular
Spirit Loss: None
Mounts: 1
Drain: Special
Mount Location: Torso
Designed for those who like the stealth of pre-war system but hate the battery packs, the energy converter transforms G-rays from a soul tap into normal electricity.
G-rays used by the energy converter must be dedicated to the purpose, hard-wired directly into the system. This amount is set at the time of installation, and requires surgery to alter. Every 2 GRs dedicated to the energy converter creates 1 system's worth of power.

Extended Flexibility
Cost: NA ($1000)
Type: Cyberarm Modification
Spirit Loss: None
Mounts: 1
Drain: 0
Mount Location: Cyberarm
An accessory for cyberarms, extended flexibility expands the arm's range of motion beyond normal human limitations. The wrist and shoulder can be rotated 360 degrees and the elbow can be flexed forward and backward, as well spun 360 degrees around.
This kind of flexibilty gives a scrapper a distinct advantage as far as leverage is concerned. Any leverage based attack (like a half nelson) used against the cyberarm automatically deals no damage, while any leverage attack the scrapper does to another person is extra effective, dealing STR+1d6 lethal damage. Overload: By routing extra power through the cyberarm, a scrapper can increase the force of a leverage based attack. Every 2 points of overload adds a d6 to the damage, up to a maximum damage of STR+5d6.

Internal Air Tank
Cost: $2000 ($1000)
Type: Integral
Spirit Loss: None
Mounts: 1
Drain: Special
Mount Location: Torso
This handy piece of bionics provides a scrapper with his own personal air supply. The superpressurized tank holds about 30 minutes worth of air for a person with natural lungs. Cyberlungs increase this time to 45 minutes, or 60 minutes if a CO2 scrubber is present.
Refilling an empty air tank takes about 5 minutes. While this is occuring, the tank drains off one charge from a normal battery, 3 GR/round from a soul tap. During this recharging time, a scrapper must breathe rapidly to fill the tank and maintain normal oxygen levels. This takes no effort on the scrapper's part, and is harmless, but the average waster will probably think he's having an asthma attack.
A scrapper normally doesn't know how much air his tank has left; a biomonitor is required to display this information.

Jumpjets
Cost: NA ($4000)/leg
Type: Cyberleg Modification
Spirit Loss: None
Mounts: 2/leg
Drain: -(4)
Mount Location: Both legs
Why walk when you can fly? Jumpjets give you the option.
Cyberleg jumpjets are simply VTOL engines, one in each leg. While not as fast or responsive as a jetpack, jumpjets are surprisingly fuel efficient and far more concealable than any backpack jet.
Operating jumpjets requires the Flyin': Jumpjets skill.
 Top Speed  Accel

 Handling
 100 mph 10 mph

0

Overload: Every point of overload pumped into the jumpjets provides +20 mph and +5 acceleration. Unfortunately, this kind of power makes the jumpjets hard to control, subtracting 1 from the handling for each point spent.

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