Cerebral Implants (Cybernetic)

Commonly used to repair a severely damaged brain or hopefully augment its abilities, these often risky implant systems represent a major step from simply replacing a limb, to altering a character from human to mechanism.
Common-level implants can restore paralysed and braindamaged users to a semblance of normality, but with a permanent loss of 1d10 points from the character’s Weapon Skill, Ballistic Skill, Agility, Intelligence and Fellowship Characteristics. Poor versions restore brain function but destroy the personality and memories of the subject, rendering them no better than a servitor, and as such are unsuitable for Player Characters.
Good cerebral implants are very rare even among the high ranking officers of the Guard, and are exceedingly difficult to arrange, becoming Near Unique in availability. These grant the user the Unnatural Intelligence (2) Trait (see page 158) and a +20 bonus to Logic and Lore Tests, thanks to the superior mental capabilities he now enjoys.

Availability: Very Rare

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